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NWN MODULES

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Title  ThunderClap, Prelude
Author  Brintinacx
Submitted / Updated  11-27-2002 / 12-03-2002
Category  Dungeon Adventure
Setting  Black forest and outskirts
Gameplay Length  4+ Hours
Number Players  Not tested for multi-play. 3 players who are levels 7 or 8 should work.
Language  English
Level Range  Fighter classes should be level 8. Mage classes should be level 10.
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  12
Max # Players  03
Min # Players  01
Min Character Level  08
Content Rating  Mature
Description
Enter a world of intrigue and mystery. Dangle above a high ravine, trying to recue the snow princess. Suspend belief as the Troll merchants try to sell you Black Taffy of Doom. Be prepared as skeleton elves wreck havoc at the circus. Sound good? Yea, it does, too bad it's not this module. This Module 'is' fun for the whole family though, especially that one Uncle that laughs at anything. Give it a try!

Files

NameTypeSizeDownloads
ThunderClap_Prelude_.zipThunderClap_Prelude_.zip
Submitted: 11-27-2002 / Last Updated: 12-07-2002
zip7.1Mb2071
--
SCORE OUT OF 10
8.17
14 votes
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Comments (23):

Posted by Mirgalen at 2007-08-22 01:41:52    Voted 4.00 on 08/22/07
"fun for the whole family"?
I wish this module was indeed barely average but it is far worse than that.

Sadly the only good thing about this module is the custom music.
The author managed to implement pretty much all the common designer's mistakes. Here is a short list:

- item strip w/o warning and with no real reason
- No real background story and the module got nothing to do with the message.
- Huge areas and counter intuitive building location (got one little girl killed as we entered the wrong house).
- Poor dialogues (some with no options at all)
- Uber creatures (e.g. the King and his minions) - elite cooks too!
- Resting restrictions
- Terrible henchman with poor choice of class mix (always trying to cast spells in melee got killed and she cannot be re-hired after).

Gameplay : 3

Visuals/sounds: 5.5

Documentation : 5

Action/Fun : 3

Posted by Mirgalen at 2006-10-08 18:02:17    Voted 4.00 on 08/22/07
Despite the high score I think that this module is barely average. First there is an item strip script (I am still wondering why module authors are unwilling to let the players know about this upfront).

Next there is funny dialogue a few items in a chest and there you go. Since you are going to meet a relative you may need to be human for the story to make sense (not sure I did not go that far).

After talking to a NPC in the village I went to do her quest. Went to place to "speak with" three cooks and my character got crushed right away (druid 6/shifter 4/DwD 2). Too bad, the music is kind of nice.

Posted by kcb45 at 2004-02-28 21:33:57    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 8   Dialogue 9   Originality / Creativity 9   Quality Control 8   

Posted by Brintinacx at 2004-02-28 21:33:54    Voted 8.00 on 02/28/04
Fun: 9   Layout / Design: 7   Dialogue 8   Originality / Creativity 9   Quality Control 7   

Posted by soulface at 2004-02-28 21:33:54    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 10   Originality / Creativity 10   Quality Control 9   

Posted by Thirdpres at 2004-02-28 21:33:19    Voted 7.00 on 02/28/04
Fun: 7   Layout / Design: 6   Dialogue 7   Originality / Creativity 8   Quality Control 7   

Posted by Gabriel_St_Cloud at 2004-02-28 21:25:49    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by adtology at 2004-02-28 21:24:00    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 8   Dialogue 9   Originality / Creativity 10   Quality Control 9   

Posted by wontar at 2004-02-28 20:47:02    Voted 3.00 on 02/28/04
Fun: 2   Layout / Design: 2   Dialogue 1   Originality / Creativity 6   Quality Control 3   

Posted by Test at 2004-02-28 20:45:42    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 9   Dialogue 8   Originality / Creativity 9   Quality Control 9   

Posted by Olefson at 2004-02-28 20:42:21    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 9   Dialogue 9   Originality / Creativity 10   Quality Control 10   

Posted by Ilijin at 2004-02-28 20:40:40    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by dvir at 2004-02-28 20:35:53    Voted 8.00 on 02/28/04
Fun: 9   Layout / Design: 7   Dialogue 7   Originality / Creativity 7   Quality Control 9   

Posted by Dark_Wolf at 2004-02-28 20:35:46    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 8   Dialogue 10   Originality / Creativity 9   Quality Control 9   

Posted by boodie7 at 2004-02-28 20:32:32    Voted 6.00 on 02/28/04
Fun: 6   Layout / Design: 6   Dialogue 6   Originality / Creativity 5   Quality Control 7   

Posted by John Kershisnik ( ..xxx.xxx ) at 2003-06-27 07:28:00    
Following the thread (I think), still playing through this with my 19th level rogue, and it is still pretty hard. Anyway, I have been working on a mod and consequently have been studing scripting in various other mods, and I ran into a similar problem when I had a boss fight faction set to commoner, so that he and his cronies would not attack on site, but when you get to the script go hostile, the Neverwiter default AI will SHOUT to FRIEND (commoner) that I have been attacked and once you kill Zamora, who used to be a commoner, ALL Commoner factions will attack you on site. One solution that I have in several mods is to make a faction named after the boss (Zamora) and set it as neutral (50), when the conversation ends and they go hositle, you could adjust the faction feelings toward the PC by as little as 5 or 10 DOWN, to ensure that the faction Zamora will hate PC and Defender. In the above example, when you dispatch the frost giant boss to melt he cries out to all Zamora factions that I have been killed by PC and no one else will care. Does this make sense, and I don't mean to be a parrot if you have gotten this suggestion before. I am still working on a beta release of my first mod and am still very new at this scripting thingie, so when I actual grasp a scripting concept that I've had problems with I get exited. I Really can't wait for your second mod, don't let the barbarians get you down. Plug away.

Posted by Bunty ( ..xxx.xxx ) at 2003-05-15 09:33:00    
I must be honest and admit that I did not enjoy this module. There was a script glitch early on that forced me to start the game over. (That wasn't the issue, as on the second try the glitch did not appear.) There was another point where a second script problem stopped us cold, but at that point we just decided to stop. (Before anyone asks, yes we have v1.29. It was a variable problem that wasn't working properly. I checked it out in the toolset.)

There were other, broad issues that really detracted from the game experience for me. First and foremost on the list: grammar and spelling. I do not expect every mod maker out there to be an English major. However, with the prevalence of spell- and grammar-checking capabilities so readily at hand both on- and off-line, I would like to see more attention given to such an important element. A mod with great scripting and a great plot suffers if the player has to read and re-read dialogue and descriptions to interpret what the creator is trying to say. Doing something as simple as letting one other person read what you have written would increase your chance of catching some of those "it's 3 AM and it looks good to me" mistakes anyone could make.

Second were the instances of very large maps with very little in them. I fully understand the concept of conveying the idea of having to travel a large distance to go from one point to another. However, as a player, if I'm spending time running from one end of a map to another just to get to another transition or put a new item in a container I'd passed long before when I'd rather be solving a puzzle or fighting something then that's the time I get bored.

I realize my comments have turned into a personal soapbox. I feel that this module has some potential, though, which is why I spoke up. There is a good mix of humor, an actual story, and interesting puzzles. It's a very good effort, and with a bit of "polishing" it could be one of the better modules out there.

Posted by Brintinacx ( ..xxx.xxx ) at 2003-05-11 08:31:00    
Olefson, thank you so much for the praises and the feedback on my MOD. Yes, I purposely omitted any documentation on the puzzles and/or traps. Alot of people have said... "You should have included a walkthru". I don't believe so, I mean, this is supposed to simulate a table-top version of AD&D. I played table-top AD&D since the early '80's, and gosh just can't remember having a "walkthru" by my side. It was all trial and error, occasionally the DM would nudge us along if we got stuck, but didnt out right tell us the answers. I wanted to make a MOD that I wanted to play, I get real tired of just hacking and slashing...I have Diablo I and II for that. So I made a MOD that can be, I'll admit, a little frustrating, but I believe it makes it a better experience for those who wish to use their brains as well as brawn. You can always E-mail me, as some have done, and I will help you...or use this forum here. I also get the... "I'm a dummy" award for that trap door. I forgot all about it...I am so sorry to all...I meant for it to be something, but never implemeted it. Then forgot to remove it! My fault. As for the Katanas, I apologize to you for that also, I thought I tried to make some magic weapons for everything, but may have forgot Katanas... I apologize. As for your suggestions on the sequel, and i wont say which ones, I had already thought of a couple of yours with a few modifications. I won't say which ones....but we think alike a little bit. As for the 2 people who didn't get a .mod file when they downloaded this....again I don't know what to say. Before posting this, I downloaded it again and the .mod file was there. You may want to direct your questions to the hosts here, as I'msure its not a prob with what i did. Thanx all! Cya soon!

Posted by bigtimespaghetti ( ..xxx.xxx ) at 2003-05-10 07:07:00    
Yeah, I've had the same problem as pohl, downloaded this but I can't find a *.mod file, something I'm doing wrong?

Posted by Olefson ( ..xxx.xxx ) at 2003-05-08 12:08:00    
To date, I believe this is one of the top (if not the top) MODs. The necessity of needing to use your mind and not just your characters offensive capabilities really increases the enjoyment and adds (at least in my case) to the players involvement. The fact that the creator(s) of this MOD were able to develop and implement the puzzles without sacrificing the necessary hack-n-slash element is one of the reasons I believe that this series should move into the top positions.

Now with the praise out of the way, the creator(s) of this MOD did ask for both constructive criticism and suggestions regarding the continuation of the series. As they have taken the time to provide this MOD in the manner in which it exists I cannot refuse their request to spend a few moments to offer my opinions and suggestions.

The only negatives I have really been able to come up with are based more on personal preference than overall flaws or inadequacies, however, my preferences may actually be similar to others' so here we go. (If you have not already completed this MOD I suggest doing so before reading any further, I am not really going to give much, if anything away, it's just my personal belief that the story line is more enjoyable if you allow it to develop on it's own rather than try to gleam little hints from a review).




Negatives:
1. Confiscation of all equipment is not something I appreciate unless the MOD is geared for beginning characters. After having played through this MOD, I do understand that eliminating certain high powered items obtained from other MODs (especially with level restrictions removed) does actually add to this MOD. This did cause a very minor annoyance as the character I initially intended to use lost items I was not willing to part with, however, to avoid the heart wrenching losses I simply entered the "Halls of Advanced Training" and created a new character at the appropriate level. The only thing I personally would add is either a short disclaimer in the description letting everyone know that all items will be lost at start up or figure a way to place all items in a holding container to transfer through the series and is not accesible until after the finale.

2. The character I created to take through this MOD is a fighter with focus/specialization on Katanas, so to put it bluntly, there weren't enough.

3. Lack of interaction and/or development of henchwoman other than (and in this case I only located one henchwoman) she was pissed off and wanted to kill. Additional development and interaction in subsequent installments would add to an already superb MOD series.

4. This may or may not have been intended (in other words this may have been a bug or it may have been a sadistic intention of the MOD creator(s)) but the trap door in Fargas' crypt wouldn't open. Did I miss something or was this just a cruel joke intended to frustrate the hell out of any and all who play this particular MOD? If it does open, is that where all the Katanas are?

5. There were a few typos and/or omitted words in the dialog but anyone with half a brain could quickly figure out what the intended word/meaning was so I really don't think that's a big deal and personally wouldn't bother with taking the time to go search them out and correct them unless a player chose to mark them and forward a detailed listing.

Now on to the more enjoyable portion of making general suggestions for the upcoming installments.

1. Based on the storyline as it is I would suggest placing various artifacts throughout the series that contain portions of the coming Demon's power. These could serve as quest items and be searched for either through conquests of their guardians or as races against agents of the Demon. I don't know if it is possible but, the eventual meeting with the Demon could base his strength and abilities on what the player(s) have successfully obtained (in other words, kept the Demon from reclaiming, of course some quests would have to be required to be completed successfully, some unsuccessfully and then some that could go either way which would be the ones that determined just how strong the Demon will be at the end) by scanning their inventories to see which artifacts they hold and decreasing the Demon's powers accordingly.

2. Develop the henchpeople a little more and maybe allow for some interaction in certain settings. Possibly set some NPC to react to the player character based on whether or not they have a henchman and if so, based on who the henchman is. An example would be, if in the OC had the player chosen Grimgraw (or whatever his name was), and then entered the Halls of Justice to speak with a Priest of Tyr, it is quite likely the Priest of Tyr would have been somewhat more offended by the choice of a monk of the Order of the Long Death than by say the Cleric elf (whatever her name was).

3. Of course there is going to need to be some sort of twist with the grandfather either having been involved somehow with the whole affair and either directing the quests or possibly just providing a little info and maybe an item or two and then disappearing until the final battle when he shows up on one side or the other (along with this, it might be interesting to allow the player to take the side of the Demon or possibly turn it so that the Demon isn't a Demon but a benevolent power).

These are the only three I'm coming up with off the top of my head and since it may be that one or two are not even possible I will end here for now.

Posted by Brintinacx ( ..xxx.xxx ) at 2003-03-31 10:35:00    
****SPOILER***** You don't do anything to Fargas. Just go talk to him. Thanx for the feedback on my MOD. What was your favorite part so far? What do you think I should have in the sequel, all feedback is welcome and you can also E-mail me with questions. To the person who downloaded it and didnt get MOD. I don't know what to say....out of 700+ who downloaded this you are the only one who had a problem so I dont know what to tell ya. Keep the votes coming, even though I already have 10!

Posted by dri'zzz't ( ..xxx.xxx ) at 2003-03-26 23:03:00    
Help!!

SPOILERS

Great and fun mod! How do i neutralize/kill Fargas? Is it something to do with the throne?? Am I missing something??

thanx!

Posted by PohlRBear ( ..xxx.xxx ) at 2003-03-15 12:00:00    
I downloaded the .zip file and it only has the .bmu .hak and .txt file with no .mod.

Kinda makes it hard to play.

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